Sorcerers
In an S&S campaign sorcerers can be almost anything from scheming decadent noblemen, to feather wearing shamans. Sorcerers are handled exactly as in the PH with the following changes.
Key Characteristic. If you feel it better represents the sort of character you want to play you can change your sorcerers key characteristic (i.e. the one from which he calculates bonus spells, saving throws against his spells etc) to either Intelligence or Wisdom. A sorcerer whose magic comes from force of personality would use Charisma. A sorcerer who gets his power from strength of will would use Wisdom. A sorcerer whose power comes from the intelligent application of knowledge would use Intelligence.
Learning Spells. Sorcerers can add spells to their list of spells known. They are not limited to the maximum number in table 3-17 on p54 of CR I. Spells cost 100 XP per spell level to learn and the sorcerer must have some source from which to learn the spell, a teacher, an ancient book, a summoned demon, whatever. It can take however long the DM decides to learn spells. It may take days per level, weeks per level or months per level. It is up to each DM to set the exact interval for his campaign to reflect the difficulty of mastering magic as he sees it. He can set the exact learning period for each spell if he so wishes. For more on this see below.
Why? In the source stories sorcerers are nearly always portrayed as scholars of ancient secrets and forbidden lore who learn their spells through study. They are not limited to a certain number of spells.
People of Knowledge. In S&S tales sorcerers are nearly always scholars of lore, sometimes forbidden. To reflect this at each level a sorcerer gets 1+1 skill point per Intelligence bonus. These can be spent ONLY on Knowledge skills. They get 4 times this bonus as a starting character. All Knowledge skills are class skills to a sorcerer.
Spells are draining. Magic is enormously draining and costs the sorcerer a lot. Sorcerers always use the rules for spellcasting fatigue.
Magic has its price. This rule reflects the fact that in the source tales magic often warps the body and spirit of its user. If this optional rule is used your character may very well acquire some taint points. These are covered later.
Why is the sorcerer like this? Neither of the two major PH magician classes fits the standard mage of the genre. The fire and forget style of the wizard seems antithetical to the idea of most sorcerers as scholars of ancient lore, and the sorcerer just did not have the flexibility and range of most genre mages. In the stories most mages are scholars doing research into forbidden lore. This is usually the basis of their power and I wanted the rules for sorcerers to reflect this.
Bonus Skill
Characters in S&S novels tend to be more skilled than in the basic rules. They get two bonus class skills of their choice. This always counts as a class skill whatever their class.
Why? In the books there tends to be more overlap between the classes, and they sometimes seem to bleed into each other. If you want a barbarian who can pick pockets or a rogue with some wilderness skills, this rule will let you have it.
Feats
The following feats are specially chosen to reflect the nature of an S&S campaign. They might not be appropriate for other sorts of campaign. Always check with your DM before choosing them.
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